Almost a year after its early access release, we are exploring the medieval city-builder Manor Lords and debating its historical accuracy.

Sources:

https://www.unrealengine.com/en-US/developer-interviews/solo-dev-makes-sophisticated-sim-manor-lords-using-unreal-engine
https://www.gamesradar.com/games/city-builder/manor-lords-dev-doesnt-like-calling-the-city-builder-historically-accurate-because-nothing-truly-is-and-wants-to-find-a-balance-between-gameplay-and-realism/
Reinhard Sieder – Sozialgeschichte der Familie
Wilhelm Abel – “Agricultural Fluctuations in Europe”
Richard Almond – “Medieval Hunting”
George G Coulton – “The Medieval Village”
Del Sweeney – “Agriculture in the Middle Ages: Technology, Practice, and Representation”
Ludolf Kuchenbuch – Links Within the Village: Evidence from Fourteenth- Century Eastphalia
Bruce Campbell – Ecology Versus Economics in Late Thirteenth- and Early Fourteenth- Century English Agriculture
Beth Munro – Recycling The Roman Villa: Material Salvage and the Medieval Circular Economy

13 Comments

  1. I absolutely love your content brother, but one question, what is up with the quality of the gameplay in this video? is the game extremely demanding on your pc or is it something else?

  2. Salvaging material from older buildings was a thing even well after middle ages. The biggest church of France was dismantled during the revolution, and the stone was sold. It was at the end of the 18th century. Today it remain only 8% of the biggest church in Occident for 5 centuries, and stone from it are in the buildings in all the small city arround the church.

    It's the church of the abbey of Cluny.

    And about the fact in most villages, peasants were almost selfsufficient safe for the mill and the smith, I think it's quite well simulated with level 1 burgage plot. Their need of clothing is fullfilled by leather, or linen, which mean that they make their clothes by themselves. But they should be making the linen by themselves though.

    And concerning the amount of specialized craftsmen in such a small village, I agree that's not realistic, but to be realistic we would not be abble to run the game. They were 5 to 10% of people who weren't farmer, including nobles, clergymen, villages' smiths and millers, and town's craftsmen.
    So at best, to have 50 families of specialized craftsmen, you will need 450 famillies of farmers, and that's already 1500 to 2000 inhabitants, with a very rich land… I feel with a population of 1500 people in the game, it's more like 300 famillies working in farming related jobs (wood cutting, farming, hunting, sheep keeping) and 200 famillies in specialized craft. So a 1500 people game act more like a small town of 8000 inhabitants.

  3. The trade system in the game is just a simplified model of the modern free-market economy. The game lacks guilds who would decide and limit how many goods can be produced over the necessary volume, how many can be sold and at what price.

  4. Even in larger settlements and towns, specializations in different jobs should also be flexible to a degree. Sources from Krakow sometimes mention a person practicing one profession and then being mentioned as a member of a completely different guild. In some cases, craftsmen changed their trade several times. So it is clear that the townsfolk were adapting depending on supply and demand.

  5. As for ideas for future videos, how about visiting some Total War titles? Reviewing a map, unit rosters or game mechanics and how historically accurate they are. That's plenty of potential content.

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